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Godot 3.2

godotengine.org

21–30 of 141 posts

Re: Godot 3.2

#21
post #14
post #3

Anyone here using Godot for VR/AR dev? ...curious what's the story here and how it stands against Unity on this front since I'm lately interested with developing VR productivity apps and using a game-engine seems like kind of the only viable cross-platform solution for this, the path that others have taken too. But which engine... that's an open question, and I'm not that fond of Unity :)

I can recommend Godot for VR. I switched from Unity to Godot a couple of months ago and haven't looked back. I'm developing for the Quest on Mac and Godot is significantly faster in building to run on your device. Plus, the hot-reload feature means that you don't need to rebuild every time (although once your Quest goes to sleep you need to rebuild). Other than that, I love Godot's node system, that it's compatibile…

Thanks! My dev setup would also be "for Quest, on a Macbook" 80% of the time, so it means a lot if you found the very same scenario to work :)

...still hacking around with Unity, but after I get a basic PoC of what I'm doing I might switch to Godot (with C# as the language) for developing the actual MVC.

Re: Godot 3.2

#22
post #15

Folks, if you love Godot make sure to support them on their Patreon: https://www.patreon.com/godotengine (I'm not affiliated with Godot, I just use it and love it)

They’re currently at $10,000 a month, or $120,000 a year. That’s really amazing!

That doesn't even pay for a single developer if factoring in taxes and other costs of employment.

Re: Godot 3.2

#23
post #10

Congrats to all 450 contributors who worked on this over the last 10 months! GoDotEngine is something on my list of things to get into as soon as time allows.

The amazing thing to me is that 300 of those contributors were contributing for the first time.

Re: Godot 3.2

#24

Earlier quoted context omitted.

They’re currently at $10,000 a month, or $120,000 a year. That’s really amazing!

That doesn't even pay for a single developer if factoring in taxes and other costs of employment.

In California... In other countries, or many other states in the US, that would be enough. Doesn't mean that people shouldn't contribute, it's a great project!

Re: Godot 3.2

#25

Godot has been a breath of fresh air for me lately (been running master branch for a while) and I know that it is going to only get better. I can't wait for the vulkan renderer to be ready, I think it's going to a game changer for godot. After Epic originally promised to make linux a first class citizen, I went all in ue4, but they lied and went back on all those promises, and I have since moved to a completely open…

Did they ditch the entire idea of having Linux support or is it just that they were slow on improving the compatibility?

Re: Godot 3.2

#26

Earlier quoted context omitted.

They’re currently at $10,000 a month, or $120,000 a year. That’s really amazing!

That doesn't even pay for a single developer if factoring in taxes and other costs of employment.

Well maybe this is a good opportunity for those googlers who were writing here about being satisfied with their income but were bored with their job and looking for more meaningful work to contribute to.

Re: Godot 3.2

#27

Godot has been a breath of fresh air for me lately (been running master branch for a while) and I know that it is going to only get better. I can't wait for the vulkan renderer to be ready, I think it's going to a game changer for godot. After Epic originally promised to make linux a first class citizen, I went all in ue4, but they lied and went back on all those promises, and I have since moved to a completely open…

Did they ditch the entire idea of having Linux support or is it just that they were slow on improving the compatibility?

No OP, but one related example as a dev, you cannot buy / use anything from their marketplace (like a blueprint plugin) on Linux. There are some hacks out there to load them but you still have to buy them from the Windows client.

Re: Godot 3.2

#28

Godot has been a breath of fresh air for me lately (been running master branch for a while) and I know that it is going to only get better. I can't wait for the vulkan renderer to be ready, I think it's going to a game changer for godot. After Epic originally promised to make linux a first class citizen, I went all in ue4, but they lied and went back on all those promises, and I have since moved to a completely open…

Did they ditch the entire idea of having Linux support or is it just that they were slow on improving the compatibility?

I can't speak for him but my experience compiling from source wasn't that bad, but if I wanted to use any assets from the store it required having the epic launcher installed on windows, so no download of assets on linux. This was frustrating the first time I showed up to a game jam with a linux only machine, not impossible to use but a pain that felt unnessisary.

Re: Godot 3.2

#29
When I started developing RetroWar[1], I found Unity quite a disappointment, and so I developed my own custom engine in Kotlin. It works very well, but it took several years.

Recently I tried Godot because I was looking for something simple I could teach to kids[2], and I was amazed how easy it makes game creation. I made these games with no experience in just a couple of days!

https://github.com/electronstudio/godot_racing

https://github.com/electronstudio/godot_space

GDscript is great. It's similar enough to Python that kids who know Python won't notice much difference, and it actually simplifies things for beginners, e.g. you can use objects without the need to define classes because they are created automatically when you create a script.

Godot is still a little rough around the edges, e.g. not everything has keyboard shortcuts, sometimes it crashes, some of the built in tools like map editor are very fiddly to use. But it's open source so I'm sure they will be fixed eventually (and if they aren't I can always do it myself.) The only major issue I can see for the future of Godot is the lack of exporters for Xbox, Playstation and Switch.

[1] http://retrowar.net

[2] https://loughton.me.uk/2020/01/22/godot.html

Re: Godot 3.2

#30
Been playing around with the Release Candidate, coming from Unity. Here's a list of things which I like / dislike:

++ Open License and friendly community.

++ The scene graph (node tree / prefabs) is well done, better than Unity. You can easily switch between scenes (Prefabs) through tabs and convert subtrees to separate scenes. Nesting scenes works really well.

++ The inbuilt scripting documentation is great.

- C# is not fully there, yet. No Visual studio integration. Debugging through VSCode is a pain. WebAssembly Exports are not optimized yet. That's why I sticked with GDScript.

+ GDScript is a nice language with optional type hinting. But refactoring can mostly be done through search/replace.

++ Windows and HTML/WebGL exports are super fast. I did not have problems since the RC.

- The inbuilt editor for GDScripts is ok. But I'm missing my VIM shortcuts...

- Arrays, dictionaries are not generic. Enums are not typesafe either. Bit me a few times.

- You cannot inspect the scene in the editor visually while debugging. This is what I miss the most coming from unity. Some things are really hard to debug this way, for example if you use procedural generation.

- 2D coords starting at the top left corner of the screen and increasing right/down is really confusing. If the player jumps, y goes down. It's a bit strange.

- I'm a bit afraid regarding the +5000 open issues on github. I wonder, how they will handle that in the future...

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